Mesh Filters?

Hi,

Does anyone know if mesh filters, or mesh colliders need specific code for the iphone? My game is working correctly in Unity with button clicks. I have changed it to touches for the iphone and half of them are working. I have noticed that some objects have different filters on them, but I cannot find a way to swap them out for testing. I also can’t come up with any other ideas as to why my objects will not “touch.” I have a ball texture on a plane. The plane is emitted as particles, and I want to be able to click on the particles and have them do something, but the touch is not working. I have verified the coding in several ways and it is correct, so I’m thinking it has something to do with a setting in Unity…any ideas?

Can you post the iPhone version of the code? When you say half of the touches are working do you mean any given position works half the time or that only half the total screen area works or… what?

Hey, sorry for the delay. Yeah, it’s really bothering me that I can’t get this one thing working. On my splash screen, pause menu, one interface button in game, item popping, and a moving camera/background, all have the same code…copy and pasted, and then modified for their needs. The splash screen, interface button, and background all work. The pause button and popping of items do not. The code below is for the iphone and is the code for the item popping that I cannot get to work.

function Update () {
if(isUpdating)
{
var rBody:Rigidbody = gameObject.GetComponent(Rigidbody) as Rigidbody;
if(rBody) {
var curMagnitude = rBody.velocity.magnitude;

if(curMagnitude > speedLimit) {
var forceMagnitude = curMagnitude - speedLimit;

if(forceMagnitude > 0 curMagnitude > 0){
var force:Vector3 = rBody.velocity * (-forceMagnitude);
rBody.AddForce(force);
}
}
}
if(!SquidgyToggle.isSquidgy !SquidgyToggle.isOnHUD Time.timeScale != 0.0)
{
var hit : RaycastHit;
for (var i = 0; i < Input.touchCount; ++i) {
if (Input.GetTouch(i).phase == TouchPhase.Began) {
// Construct a ray from the current touch coordinates
var ray = Camera.main.ScreenPointToRay (Input.GetTouch(i).position);
if (Physics.Raycast (ray, hit)) {
// Create a particle if hit
var hitObj:GameObject = hit.transform.GetComponent(GameObject) as GameObject;

if(hitObj == gameObject)
{
curClicks++;

if(curClicks == clicksToDestroy)
{
isUpdating = false;
DestroyBubble();
}
}
}
}
}
}
}
}

This is the pause menu that is not working:

function Update() {

if(MenuStates.curState != MenuType.PAUSE MenuStates.curState == MenuType.HUD)
{
var hit : RaycastHit;
for (var i = 0; i < Input.touchCount; ++i) {
if (Input.GetTouch(i).phase == TouchPhase.Began) {
// Construct a ray from the current touch coordinates
var ray = Camera.main.ScreenPointToRay (Input.GetTouch(i).position);
if (Physics.Raycast (ray, hit)) {
// Create a particle if hit
var hitObj:GameObject = hit.transform.GetComponent(GameObject) as GameObject;

if(hitObj == gameObject)
{
var squidgy:GameObject = GameObject.Find(“SquidgyButton”);
var squidgyTex:GUITexture = squidgy.GetComponent(GUITexture);
squidgyTex.enabled = false;
MenuStates.curState = MenuType.PAUSE;
Time.timeScale = 0.0;
}
}
}
}
}
}

This is the splash screen that IS working:

function Update () {
timeElapsed += Time.deltaTime;

for (var touch:Touch in Input.touches)
{
if(touch.phase == TouchPhase.Began)
Application.LoadLevel(“BubbleFactory”);
}

if(timeElapsed > 2.0)
Application.LoadLevel(“BubbleFactory”);
}

Thanks for any help you might be able to give me!!!